using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace GameDev
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        GraphicsDevice device;

        Effect effect;
        Texture2D heightMap;
        Map map;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            graphics.PreferredBackBufferWidth = 1200;
            graphics.PreferredBackBufferHeight = 700;
            graphics.IsFullScreen = false;
            graphics.ApplyChanges();
            Window.Title = "Exia Game Dev";

            base.Initialize();



        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            device = graphics.GraphicsDevice;
            
            map = new Map(30, 30);
            effect = Content.Load<Effect>("effects");
            heightMap = Content.Load<Texture2D>("heightmap");

            Camera.setUpCamera(device);
            map.LoadHeightData();
            map.SetUpVertices();
            map.SetUpIndices();

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }




        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            Camera.update();
            map.update();
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            device.Clear(Color.Black);

            RasterizerState rs = new RasterizerState();
             rs.CullMode = CullMode.None;
             //rs.FillMode = FillMode.WireFrame;
            device.RasterizerState = rs;

            //Definition de la technique de rendu
            Matrix worldMatrix = Matrix.CreateTranslation(-map.getDimension().X / 2.0f, 0, map.getDimension().Y / 2.0f);
            effect.CurrentTechnique = effect.Techniques["ColoredNoShading"];
            effect.Parameters["xView"].SetValue(Camera.getViewMatrix());
            effect.Parameters["xProjection"].SetValue(Camera.getProjectionMatrix());
            effect.Parameters["xWorld"].SetValue(worldMatrix);

            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                device.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, map.getVertices(), 0, map.getVertices().Length, map.getIndices(), 0, map.getIndices().Length / 3, VertexPositionColor.VertexDeclaration);
            }



            base.Draw(gameTime);
        }
    }
}
